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Spirit Island
90m - 120m
1 - 4 Players
Ages 13+
In programming, every player must secretly choose and commit their moves for the next 'n' turns. Then each player plays their turns out according to the choices made. The key to Action / Movement Programming is that all players choose and lock in their actions, prior to anyone executing any of their actions.
Action / Movement Programming
Co-operative play encourages or requires players to work together to beat the game.
Cooperative Play
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
The simultaneous action selection mechanic lets players secretly choose their actions. After they are revealed, the actions resolve following the rule-set of the game.
Simultaneous Action Selection
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
Mythology
68.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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adonime
The more I play this game the more I want to play it. The amount of rules and interactions can prove overwhelming and mistakes are likely to be made during the first games, but it sure is worth pushing through! The choices you make each turn are crisp, plentiful and impactful. Just finished playing solo with all sipirts available and haven't even touched adversaries yet. The replayability is through the roof. Solo's great but doesn't beat interacting with other spirits in multiplayer games. Only reason it isn't a 10 for me is its fiddliness and questionable aesthetic choices. Played 1p, 2p, 3p, 4p.
adamshum
Have played a handful of times and still don't know whether I really enjoy it. Feels kind of stressful rather than fun, and also feels like there are a lot of moving parts to keep track of (even after several games). But certainly moments where a strong move works are a lot of fun.
adamisclassy
This game asks a lot from the player. There is a lot to keep track of, a lot of piece pushing, lots of phases in a turn, etc. But this game has so much to offer in return. I love the theme: both the spirits influencing the physical world aspect and the anti-colonialism. The variable player powers each spirit offers truly feel unique and match the theme of the charismatic spirits. The cards have a nice layout and are printed on lovely card stock. The power names and underlying mechanisms match well. You really feel like you are lending the Dahan a hand. The map looks great on both sides and the game looks great on the table, though it does take up a lot of space. The game is structured to avoid a co-operative quarterback, but if someone gives you a hard time, remind them that you are a powerful and unyielding spirit and make the move you want to make.